Guerrilla Pack

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I have updated the control scheme again: now all 2d iron sights are removed, and you press V once to raise the 3d irons, a second time to lower them.

A big performance-sapping bug was fixed. Some other bugs were fixed, including a bug where AI would get stuck after healing/being healed.

A mod config has been included with the pack that replaces default units with units from the pack using 3d sights. When playing the campaign, some missions currently crash with the config enabled.

The update is back compatible with previous versions.

Major changes:

-3d iron sights. I was impressed with the positive feedback Batis received about his 3d iron sight videos, so I decided to dig up the work I had previously done a while ago and re-implement it. I am still not 100% happy with the feel of the sights - they highlight a lot of engine problems. For example, sight wobble is not as smoothly rendered as with the 2d sights and this makes the 3d irons look a little bit jerky sometimes. Pieces of the gun disappear as you zoom in, but this allowed for a nice "rear sight blurring" effect.

-Units are organized by skill level according to a 2-vs-1 paradigm: elite units can defeat 2 veteran units and veteran units can defeat 2 recruit units. This is more pronounced at long ranges, so recruit units can overrun elite units with less odds if they can sneak up close.

-More units and weapons, including some more exotic types. Mercenaries, private contractors, military advisors, and other units are now depicted. I have also added weapons such as the SCAR16, SCAR17, M79 grenade launcher, and SR25. Some weapons have special functions, such as the detonator and M112 charges. You can now assign charges to certain detonator channels, so you don't have to blow them all up at once. In multiplayer, you can assign explosives to "global" channels so your friends can blow them up if you die.

-Added a mission pack.

Readme:

DanAK47's Guerrilla Pack Beta 2

This pack adds unconventional warfare soldiers to the West, East, and Resistance sides. The following units are depicted:

-US Army Special Forces

-US Army Rangers

-US Infantry

-US Navy SEALs

-US Marines

-Russian Spetsnaz

-Russian VDV

-Russian Naval Infantry

-Russian Infantry

-Guerrilla forces

-Mercenaries and private contractors

-Advisor units

Features:

-Units are organized in the editor by skill levels. There are three skill levels: Elite, Veteran, and Recruit. Skill levels are assigned according to a "2 vs 1" odds rule: an elite unit can defeat 2 veteran units, and a veteran unit can defeat 2 recruit units. This is less true at close range: recruit units can surround and destroy elite units if they manage to get in close.

-Special animations for units. The animation scheme a unit uses varies with his weapons: soldiers use different stances when using machineguns or sniper rifles. Stances are not tied to the type of unit, but to the weapon they are currently using. A rifleman that picks up a machinegun will switch to using the machinegun stance and vice versa.

-3d iron sights. Pressing the optics key now activates the 3d iron sights. Zooming in blurs the rear sight. Press the move backward key to lower the sights. AI also use the iron sights, and recruit units are slower to aim.

-Special weapon functions. M112 charges and demo packs can be detonated seperately using the detonator weapon. In multiplayer, charges can be "shared" with your friends: place an explosive, set it on a "global" detonation channel, and a teammate can detonate it using the detonator. The commando mortar can be carried and set up by one soldier. Rucksacks allow soldiers to carry more ammunition. Holdover charts on sniper rifles allow for first-shot hits. Antimaterial rifles can disable light vehicles with a shot to the engine block.

If you want to change how the soldiers look, open up the PBO and look at Scripts/uniform.sqs. You can either change the uniforms directly there, or use that script as an example and run your own at the mission level.

If I get some time, I will try to implement in-game uniform customization.

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-M112s and Demopacks now have new detonation options: there are six channels to choose from, three local and three global. Place your charges and group them into channels, then use the detonator to detonate each channel separately, or set the charges to a global channel and let your friends detonate them.

-Added V40 Minigrenades, which use a pistol mag slot instead of a rifle mag slot.

-Grenade Launcher rounds now come in packs of 4 and use pistol mag slots. You can now carry 10 rifle mags and 16 grenades.

Planned Updates:

-Add a new skill category between "HD" and "Elite" AI. Currently, vanilla OFP AI will easily defeat "HD" AI, and "Elite" AI will easily defeat vanilla OFP AI (and all of the addon AI I have tested against them).

-Add SCAR 17.

-Add SMGs for East and West sides equivalent to the Mini Uzi and Mini Uzi SD (MP5K?).

-Add generic East soldiers.

I will upload another version once I have finished with the planned updates.

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Thanks for the encouragement. I stopped working on these for a while, as it seemed like nobody was using them.

I will try to make some "slow-low" crawl animations. I had thought about doing this before.

Some updates:

-Reorganized the units. There are now three skill classes per side: Elite, Veteran, and Recruit, each identifiable by uniform and loadout. Elite units kill everything, Veteran units are equivalent to default BIS units, and Recruit units have reduced accuracy with all weapons including RPGs.

-Added some "missing" units such as medic

-Added some "missing" weapons such as M4 + ACOG + M203

-Helmets and bandanas no longer look awful.

Still to do:

-Add SCAR16

-Add shotgun as secondary (pistol) weapon

-Add Makarov, SD

-Add JAM magazine support. JAM magazines will turn into the appropriate equivalent magazine when using my weapons (just like if you pick up an M4 magazine while using the M16, etc).

-Fix transitions to some death anims (when using binocular, for example)